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Space Opera in the World of Darkness
Devin Hoffarth (order #2453937)
Beyond the ring lurks a moon whose very shape—whose very essence—is formed of squirming thorns, tangled hedgerows, and alien trees. Inside a defunct planetary outpost, a throng of self-made monsters fuses cable and hull scrap to one another’s reanimated flesh, each powered by elements never seen by man. Layered beneath this plane of existence is another: a place of dead stars and skull-ships, a wretched Otherspace, a haunted Underworld. This is the Infinite Macabre. This book includes: • Suggestions and rules shifts on how to incorporate the World of Darkness into a space opera game • Rules for starships and starship combat • Guidance on making your own alien species
Written by: Chuck Wendig Inspired by Material from: Stephen Herron World of Darkness created by Mark Rein•Hagen Developer: Eddy Webb Editor: Genevieve Podleski Art Director: Richard Thomas Book Design: Ron Thompson Interior Art: Brian LeBlanc Cover Art: Mathias Kollros
© 2010 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf and Vampire the Requiem are registered trademarks of CCP hf. All rights reserved. The World of Darkness, Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil and Geist the Sin-Eaters are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com
Devin Hoffarth (order #2453937)
The InfInite Macabre
Space Opera in the World of Darkness
Devin Hoffarth (order #2453937)
(The World of Darkness plays well with all these adjectives: think of the florid and terrible politics of the vampire covenants. cracking it into three new Worlds of three different Originally Darkness. Each Watchtower has its pilgrims and proselytes. Spirits—some invisible. So here’s one of those Worlds of Future Darkness. and alien trees.000 15. political or astropolitical. a throng of self-made monsters fuses cable and hull scrap to one another’s reanimated flesh.f i o their f o r s explore and terrorize. a haunted Underworld. (The World of Darkness is very much a “dark fantasy and horror” roleplaying game. the grim romance seen in Changeling. sci-fi clamforr e d monsters toc i . three new planned of Darkness. Inside a defunct planetary outpost.book But after the fans clamored for fans worlds launched.) • It often features magical elements to go with the science-fiction. hunted in turn by men and women whose hearts are those of hungry wolves. Layered beneath this plane of existence is another: a place of dead stars and skull-ships. star to star. but the concept of sci-fi endof sci-fi ended up ed up being too broad. a wretched Otherspace. Beyond the ring lurks a moon whose very shape—whose very essence—is formed of squirming thorns. too all-encompassing to cram all-encompassing to in 15. (The World of Darkness has magical elements in spades. This is the Infinite Macabre. but if you’re familiar with it. each plotted on a map to form a perfect flat-planed pentagon in three-dimensional space—or an upside-down star. a slice of extra meat that we’ve written from k o f t h i s T h i n the ground up in the missing that book. both). You don’t need Mirrors to use this.) 4 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 .The Infinite Macabre: The Infinite Macabre: SpaceOpera in the Space Opera in the World of Darkness World of Darkness Chapter Three of World of Darkness: Mirrors kicked the World of DarkChapter Three of World ness in the center mass. some so alien in their corporeality—flit from moon to moon. each ninety-nine parsecs from the next.too being too broad. Is it a strange fit? Hardly. Floating amidst the asteroids are the slaver ships. shards. Consider these characteristics which are sometimes considered the core elements of space opera: • It’s often a combination of fantasy and science-fiction. (The World of Darkness relies more on magical realism than hard scientific principle. a slice use this. as a spirit of section You don’t need Mirrors to of Mirrors. but the concept ing we were developing it. the book launched.) • It tends not to be hard sci-fi. up in the the ground spirit of that book. Byzantine chassis playing home to the grotesque feudalities of blood-hungry vampires. d i World r Darkness in d s center mass. tangled hedgerows. all with unparalleled power. ing section of Mirrors. each powered by elements never seen by man. these pages will feel like home. we Worlds on a science Originally we planned on a fiction section at the science fiction section at the time we were developtime it. but if you’re familof extra meat that iar with it. strangest recesses of unknown space.000 But after cram in words. operatic. So here’s one of those Worlds of Think of this as a missFuture Darkness. epic. words. o r t h e i r worlds f monsters to explore and terrorize.) • Adjectives that might be used to describe space operate include: Romantic. small r. romantic (big R. the epic nature of the Forsaken versus the Pure or the fallen world nature found in Mage. of Darkness:it into three cracking Mirrors kicked the f f eof e n t s h a rthe. The Nature of Space Opera This product endeavors to show you how you might transform the World of Darkness by thrusting it into the screaming maw of a whole separate genre: space opera. these pages will we’ve written from feel like home. Five Watchtowers sit hidden on distant planets. This is the World of Darkness cast forward in time—or so far backward it ceases to matter—and thrown deep into the bleakest.
or Firefly plus Dead Space). This model leans toward horror. The Big Question The one big question you really want to ask yourself before you dive into The Infinite Macabre at your game table is: has the veil of secrecy shielding the monsters been dropped? You have at your disposal two very different modes of play that branch off from the answer to this question. On the other hand. it may never have been in place to begin with). you want to know how the universe out there could work for your space opera game? The Star Chart Every good pilot worth his salt has a galactic star chart—shining bright on a monitor. a changeling’s Mask is ultimately lost to the mad beauty of the Mien. dusty and torn at the edges. Instead of werewolves protecting their territory from spirit invasions. In fact. the Masquerade is still in play. We want the monsters out in the open because it creates more fantastical conditions. the base components remain the same. and he still doesn’t realize that the parasites and goblins and immortal terrors are out there with him. Mages can appear anywhere. People are out there. a mutation hybridizing Star Wars and Lovecraft (or. by solar storms and space lanes and rings of comet dust. and so forth. in its own weird way. and the witch hunters of the Malleus Maleficarum come hunting after them with ships that look like industrial cathedrals ripped out of the earth’s mooring and thrown into space. While a game like Hunter: The Vigil posits—with the conspiracy tier—a global horror. “What’s going on in your city?”). Mankind is sure to fear the horrible long-limbed “astronauts” that come from within open vents and through rivet holes to steal them away to the place of thorns and bramble.” The end result of this product is that you. your answer might be that the secrecy has been removed (or. your game will still be subject to certain fundamental alterations—for example. space opera blows even that out of the water and demands a galactic playing field. the World of Darkness tends to first be expressed on a local level (i. This product is written with the second assumption in mind. Sound fun? The Goal Despite the title of this product. should be able to put together your own unique vision of what “World of Darkness space opera” means at your game table. Instead of telling a story about the betrayal of the vampire Prince. this model leans toward dark fantasy. say. by bands of chromatic light. THIS WRETCHED UNIVERSE 5 Devin Hoffarth (order #2453937) 1 . spread out across the stars—but so are the monsters. He knows that the vampires could come to enslave him for his blood and drag him off to the farthest flung corners of known space. you’re instead talking about the betrayal of a vampire Imperatrix. Instead of having to worry about bizarre-faced aliens wandering the market bazaar or space-dock. or hanging on a wall. we get to have pale bloodsuckers. Heinlein plus Doom. It is. Mankind is out there among the stars. More succinctly. we do not have an infinite number of pages in which to grant you a fully-stocked space opera setting. mankind knows what monsters have come with him into space. as much as they are the humans—it allows for. Further. and the truly bizarre Lost rubbing elbows with humanity. werewolves are still protected by Lunacy. In other words. He knows that certain necromantic cults hide on distant moons hoping to reanimate dead tissue by fusing it with energy stolen from stars. but to them. As such. the monsters become the aliens so frequently seen in the various iterations of space opera. But despite those changes. they’re chasing spirits across distant nebula. as Storyteller or player. In this mode. While this doesn’t do away with horror. it demonstrates that some of your epic romance and planetary politics are driven by the monsters This Wretched Universe It’s a mad universe. think of this as a “fourth tier” grafted onto the World of Darkness setting: the galactic tier. a black tapestry held together by a million pinpricks of light.e. depending on how you play it. a fringe empire of sorcerers or an armada of vampire cruisers stalking the space lanes. porcelain Prometheans. we’re trying to walk the balance beam between “giving you cool original material to drop into your game” and “encouraging you to answer the questions with your own awesome material. So. On the one hand. space is one big endless shadow—an infinite nighttime in which to wander. if the answer is that the secrecy remains. and here the scope of the game (and the canvas upon which it is painted) grows infinitely more epic. They once hid in the shadows.Yes. then you are accepting that the conditions governing the societies of these nocturnal denizens remain firmly in place.
don’t feel like you can’t go with something more apropos to the mood (Black Mariah. and so forth.The way the universe probably works in your space opera game is just like you’ve seen in a number of films or video games: the universe features a number of charted galaxies separated by parsecs (one parsec = 3. the Bloodline) that evokes a point of no return.” Characters are going to spend a lot of time in the deep recesses of outer space.e. research and development lab. spheres. Forest. one is likely to find a stardock and space stations. but that’s the nature of space opera: hard sci-fi. the key word in space opera is “space. martial training facilities. flitting between the stars. work camps). high as a hundred thousand— but see far greater numbers coming through the station as traffic. like planets. Osiris. Bleeding Edge. tundra. These galaxies are either star systems (a galaxy comprising only stars orbiting one another) or planetary systems (a galaxy where planets orbit one or several stars). this is not. those that don’t have breathable Spacecraft For us. planetary names in this mode are those best suited when they’re grim. Characters should know that when they cross it. What’s charted is only “known space. farms. and bound up in the feel of the World of Darkness. This necessitates one of the most awesome parts of space opera: the spaceships. we recommend giving that border a name—we happen to like the “Rubicon. often home only to outposts. in some cases. the Brink. as noted below (p. Blood Run). spacecraft construction depot or ammo dump.) As above. A star chart may also chart the Empires of Man.” The universe is far bigger than what man and monster have yet discovered. well.000 parsecs—conventional spacecraft cannot make the journey between galaxies in a timely fashion (i. Red Nebula. temperatures that don’t automatically sear humans to a crisp or blast-freeze them into bloodsicles). planets are rarely so realistically defined as having different climates. Ice planet. military base. who knows what? Space horrors? Distant aliens? Mad gods exiled from this universe? Ancient vampires who have gone beyond the fringe? The first Promethean? The True Oracles capable of galaxy-shifting sorcery? For the record. The purpose of each stardock is driven by those who created it: as a refueling station. They also may be named after those who discovered them. it’s time to worry. In space opera. Further. (And those that are so-called “city planets” might make use of The Infinite Macabre’s sister product. Wolf Sun.” Moons tend to be wilder. moody.000. Shadow. heavily defensible). temperate zones or biomes. are often defined by a single biome: “Oh. expect Spartan design. before everybody on board perishes from old age or from madness born in the rigors of space). Stardocks are often home to a permanent population—low as a thousand. cylinders and so forth. 8). They can look like anything: turning wheels. or industrial faculties (strip mines. Many are a mix of these elements: most stardocks.” but any name (the Line. Some planets likely have a “biome” that is explicitly human—in other words. instead of tundra or grassland.) Moons Moons. traveling between systems requires use of the Stygian Gates found below (p. shimmering solar fans hundreds of miles wide. Again.3 light years). they’re pretty simplistic in definition. in fact. 6 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . thus giving the expanse of space an uncharted Wild West (or western expansion. from stardock to Stygian Gate. Curiously. between them—are the massive space objects found commonly in space opera properties. but since this is the World of Darkness. “We are cleared for a landing on the Veldt. have some kind of trading bazaar and refueling capabilities. Sirius. The feel. Stardocks Massive Space Objects Within the galaxies—and. cathedral-like structures. the whole planet is one giant metropolis. (The planets in Firefly/Serenity are not a bad example: Whitefall. marketplace. form and function of an individual station is determined by its keepers and creators.” or. Each galaxy is likely separated by between 100.000 and 3. the star chart is bordered by some kind of “Here There Be Dragons” line—past that border lies. Polaris. ore refinery. air still have habitable temperatures (meaning. If a militaristic empire serves as shepherd. less colonized. an autocratic feel and function that is clearly driven toward war and conquest (fighter bays. 10). Persephone. every galaxy has a few planets that feature breathable air. or colonization) feel. weapons manufacturers. cubes. for instance. Desert planet. These galaxies may have names that coincide with what we call them now (Procyon. not realistic. Planets In those systems without planets. Thus. this is an ocean moon. jungle. etc). traveling from planet to moon. the Edge. Usually.
The ship is capable of carrying a few hundred tons of cargo. This ship has 40 points of Structure. Not comfortable or useful for carrying cargo. They aren’t especially quick or nimble. – Very tiny: either a one. The vast majority of fighters and police/military ships move with this level of swiftness.or two-seat fighter or personal shuttle. or a couple more with less comfort. below) and the amount of cargo it can carry (either in a hold or as cargo containers attached to or towed by the vessel). especially if using the optional Starship Combat rules below. – This ship is effectively a big space slug: low acceleration. It can contain a hundred plus crew members. Crew hot-rack (squeeze in more than one member per bunk). Spaceship Weapons: indicate the ship’s weapons capabilities. • A small ship that can hold four people comfortably. It can carry a couple of thousand tons of cargo. dots spent on the Spaceship Merit need to be distributed among four categories: Size. enough to distract a pirate and get out of sight. Ships with this Speed do not need to flit about nimbly. taking a few hours to move between a planet and its moons and days or a week to get to the outer worlds. or thousands of crew and troops (and even smaller vehicles). one dot in speed. how fast. short-range. This ship has 80 points of Structure. Spaceship Speed: An abstract representation of how fast a ship can accelerate. with cabins for each crew member (up to eight or ten) and cargo space for up to fifty tons of cargo. but it’s enough to get them from one place to another. capable of carrying hundreds of thousands of tons of cargo. Still. most expensive fighters are this agile and fast. It’s a mixture of agility and raw speed. police or pirate vessel (cargo ships this fast are probably smuggling illegal goods past blockades or security perimeters). how players might buy them for their characters. • These vessels change speed slowly. single-person fighter or interplanetary transport. ••••• The largest capital ships and most lumbering cargo vessels. a spaceship. The Speed rating is equal to the ship’s Handling rating (for combat purposes). the ships that characters possess might potentially be armed to the teeth. titanium or even brass? What does the floating library of a number of Atlantean mages look like? Or that of a series of dream-scourging changelings (or worse. This ship has 100 points of Structure. Speed. The cargo ship Tranquility may have three dots in Size. Does the ship have a name? What does it look like? Do you find any value in considering how the crafts of different monster types might look? Is the ship of a Ventrue vampire “family” a regal. This vessel may be a small. and Armor. Weapons. Dots in this Merit determine how advanced SPACECRAFT 7 Devin Hoffarth (order #2453937) 1 . ••••• Only the fastest. or has part-ownership of. •••• A large vessel. handy to use to compare with other ships. ••• These ships are faster than average and more agile. Private vessels with this Speed rating may be racers or corporate couriers and any cargo ship this fast is going to attract attention immediately. how much cargo (or how many passengers) it can support. This ship has 120 points of Structure. as the ship has only enough sleeping space for half the crew. Most ships are armed. It could be a large cargo vessel capable of faster-than-light travel. The nimble short range fighter may thus have no dots in Size. •• These ships move around star systems at a slow and steady rate. There might be a small room to eat meals. •••• A ship this fast is almost certainly a military. it determines the number of points of Structure a given ship has (for Starship Combat. and five dots in Armor Spaceship Size: The actual size of the ship. and cargo space for a couple of tons of cargo (about 10 feet by 10 feet).The section below will help you determine the stats on a spaceship and. though only cursorily. ••• A mid-size vessel. •• A small-to-mid-sized ship. decelerate and change heading. This ship has 60 points of Structure. Passenger shuttles and huge. and how well armed or defended it is. dozens of passengers and might be quite luxurious. probably carrying a dozen crew members and the same again as paying passengers. The usefulness of a ship depends upon how big it is. four dots in Speed. This ship has 20 points of Structure. more specifically. In game terms. no dots in Weapons and three dots in Armor. almost stately affair. The Task Force: Valkyrie destroyer Odin may have five dots in Size. the True Fae)? Is a Promethean ship as cobbledtogether as they are? Could the whole ship “go nuclear” and turn into some kind of living Pandoran lurching its way through the dark void? Merit: Spaceship (• to •••••) Effect: The character owns. note that the dots do not fully comprise all aspects of the ship in question. These are the largest ships capable of traveling between stars. lumbering ships may have only one dot in Speed. Cargo vessels this fast are used for courier duties or to carry perishable goods. poor maneuverability. two dots in Speed. five dots in Weapons. and two dots in both Weapons and Armor. However. It might even be an intended-for-decommission military starship that the character has pulled some strings to obtain. decked in chrome.
misdirection. When only one point of Structure is left.) – The ship has no weapons system installed. Starship Combat In terms of starship combat. weapons systems become truly annihilating: orbital nukes. means that a ship with Speed five moves at about twenty-five miles per turn or eight miles per second. However. capable of badly damaging starships with a single burst. above. In the case of emergency repairs. What man found in the deepest recesses of space are tremendous gates. Each check represents one hour’s worth of work and each success repairs one point of Structure damage. each a different shape—this one a ragged womb. the roll is subject to a -3 penalty. A character can attempt to repair a ship in the middle of combat using an emergency repair maneuver. World of Darkness Rulebook). Such a maneuver costs one Willpower point on the pilot’s behalf. modified mining lasers. Likewise a -1 penalty is applied to all other ship’s system rolls (Weaponry. (+2 attack) ••• The ship’s Weaponry systems are advanced. Each dot adds up to one point of Durability (one dot is Durability 1. Unless the crew has spacesuits. While Durability technically only measures physical resistance. All are made of stone. this penalty increases to -3 to any skill checks using ship systems. Any attack successes must exceed a ship’s Durability to actually do damage: the rest meet the hull. 141) still roughly apply. missile batteries. Piloting the ship requires a Dexterity + Drive roll. Only one character may make attack rolls on behalf of the ship in a given turn of combat. The evasive maneuvers roll is the same as the Pilot roll (Dexterity + Drive + Handling). As with traditional vehicular combat. and so on. The ship’s Weapons rating allows the character to add a number of dice to the attack. The majority of warships have this rating. that one a jagged star. but all actors suffer the -5 penalty. Stygian Gates: The Dread Doors Space is not without its scars. but it might be the line between life inside the ship and death in the unforgiving vacuum of space. only the primary actor must spend the Willpower point. this indicates that the ship is losing life support: characters only have enough oxygen equal to twice the ship’s Size rating in minutes. No characters may make any ship attacks during that turn. Commanding a ship’s weapons systems necessitates a Dexterity + Computers roll with a Specialty in Weapons Systems. a -1 penalty is imposed upon all Pilot rolls. However. three dots is Durability 3. (+1 attack) •• Most military fighters have this Weapon rating. as if shaped by an artist: sigils have been carved into the stone which have significance to few humans but to many monsters—the mages believe it to be some proto-Atlantean script while the Forsaken 8 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . when accumulated Structure damage exceeds Durability. swarm missiles. and the speed of light is about fifty miles per second). (How these weapons function is up to you and your imagination: cannons. A ship’s Structure is defined by Size.a ship’s weapons systems can be. Pilots can take evasive maneuvers during combat. Successes on that roll subtract from any attack rolls made subsequently in that turn. and may include missiles and plasma cannons. etc). to before mankind ever ventured into the great beyond. Engineering. the ship’s Speed is reduced by half. (+4 attack) •••• Weaponry systems at this level are highly advanced and quite devastating. A character cannot pilot and use weapons systems at the same time (which is why most starships have multiple crew members). and so forth). 134. a third another a gently-turning halo. • A single dot of Weapons indicates a small laser or mass driver used for short-range or point defense. they are going to suffocate. (+8 attack) ••••• At this level. Moreover. but doing so necessitates expending a Willpower point and accepting a -5 penalty to the roll. Only five points of Structure damage can be repaired in this way (such brutal repair only gets the mechanic so far). when the Structure is reduced to the last three points available. Repairing damage necessitates a Craft roll. Add in the Handling as a modifier (Handling is equal to dots in the Speed rating). for both short and long range destructive power. This is measured in miles-per-turn (which. or are otherwise countermanded by defensive systems. etc. A ship’s Acceleration is five times the Speed rating. lasers that can bisect most ships. here it also represents the ship’s countermeasures. Without this Specialty. the vehicle rules in the World of Darkness Rulebook (p. both in defensive systems (chaff. but also ravaging targets on a planet’s surface. Repairs can be the result of a teamwork roll (p. this significantly moves up the time frame: the down-and-dirty repairs take only one minute to execute. EMPs. It has a history that goes back millennia. (+16 attack) Spaceship Armor: This indicates how well-defended the ship is from attack. if you care. as do most police and security vessels. At each level comes a Damage rating: this rating is added to all attack rolls in starship combat. force fields. hacking opponent’s weapons systems) and in terms of actual armor.
appears in the atmosphere of a Thornworld (see the section on Changelings. as if the gate is suddenly very aware of them) or. • Shapeshifting characters are forced to shapeshift.believe it to be a language penned by star-faring spirits. that is not the case. but most do.” Rather. things don’t necessarily go as expected. can feel the point being psychically leeched from them. the gates (or as they’re sometimes called. The surfeit of black holes out there in the void leads many to believe that these gates were once black holes. sadly. The 10% Rule Upon entering a Stygian Gate. the effects can be subdued or resisted). the ship is still teleported into Between Space. Consult the list below. p. while changelings believe that they’ve seen these symbols before: tattooed on the flesh of the True Fae that took them. Accessing the gate is simple. but something goes awry along the way (Storyteller’s choice). Dread Doors) transport ships into an alternate dimension. If the die comes up as a 1. one where time is slowed and space is contracted (further lending credence to the notion that the Stygian Gates are. alternately. or make up your own: • Characters all suffer a minor derangement for one week (though like with all derangements. Not every system has one. or were once. accept one point of lethal damage (which manifests as a wound in the shape of the gate itself). The gates don’t work like that. 19). harnessed and made to serve the needs of some ancient—and possibly alien—antecedent. Vampires believe them to be the words uttered by their most nightmarish forbears. these gates are the only way to travel between galaxies. • Characters begin to suffer horrible nightmares. but rather. well. below). Since no Faster-Than-Light (FTL) travel is yet possible (outside of mages can manage). black holes). In most cases. • Characters begin to suffer horrible hallucinations. STGIAN GATES-THE DREAD DOORS 9 Devin Hoffarth (order #2453937) 1 . the Storyteller should roll one die out in the open for all to see. If the die shows up 2 through 10. the standard effects apply (see Between Space. they are not “jump stations. but piloting a ship through the gate is not enough. • All characters lose a point of Vitae (incurring a point of lethal damage in all non-vampire characters). It would be most desirable for a ship to enter at one gate and exit immediately at another—but. • Ship doesn’t enter Between Space. Someone on board must give up a point of Willpower (and in doing so.
jaundiced (the color of a sickened bile duct). they return to “normal” space and time.000. (Sometimes these apparitions even try to hail the characters and communicate with them. where each new character-type gets a new “toy” to play with (meaning. Humans and Hunters System Shifts • Even the most stalwart human mind cannot always handle the rigors of deep space travel. Alienation ups the Social penalty to -5 dice.000 parsecs away will only necessitate a 30-hour journey. Most worrisome are the ghosts and doppelgangers: Out a porthole window. However. Most recognize that this is an unwise course of action and simply ignore such communications. why do this at all? Why traverse this dead void. which endeavors to provide cool story hooks and narrative ideas in order to provide inspiration for your Infinite Macabre game. and the character may also not regain Willpower during this time. and New Toy. they capture strange transmissions and frequencies from ships gone missing (or ships that never existed in the first place). except out here in the awful vacuum of space. The Underworld They call it “Between Space. at times. characters begin to lose Willpower points at a rate of one per hour. characters cannot regain Willpower points while in Between Space. every hour is a troubling one. Dramatic failure means the character suffers the severe version. they feel truly listless—at the Storyteller’s discretion. (And some say that once you answer those calls. Alienation. Success means that no ill mental effects are felt. or they may be more likely to answer communications from sinister specters or mad doppelgangers. be it planet or stardock) than the dots possessed in his Willpower score will be subject to possible mental illness. sometimes fully-fleshed. it’s the doppelgangers. This section takes a look at the various supernatural character types found in the World of Darkness setting and how you might use them (or play them) in The Infinite Macabre setting shard.000 parsecs. Problem is. Every day that the character spends in space beyond his Willpower score. to a minimum of one hour). other times spectral and diaphanous. If it’s not ghosts. the characters may even have a hard time deciding to leave Between Space. Ship systems suffer havoc: they fritz out. they show inconsistent readings. 10 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 .Between Space: The Dismal Void. characters might see ghost ships or even lone individuals floating out there in the void. A ship with a Speed of 5 traveling to the farthest-flung galaxy some 3. Denizens of the Deep Dark Nowhere Of course. Assume that any human who spends more days in space (without landing and setting foot on some surface. Every 100. That illness plays out similar to how a mild/severe derangement might: Isolation (mild) and Alienation (severe). space isn’t black so much as… gray. once they exit via another Stygian Gate. allowing whole generations of pilots to rise and fall. Or. Once they reach zero Willpower. After the ninth hour. Each character-type is broken out into three sub-sections: System Shifts. meaning any Social rolls are penalized by -3 dice for the remaining 24 hours (at which point the character may once more attempt to resist the effects of this “space madness”). this place beyond the galactic curtain? Because this is the only way to travel between galaxies without cryogenically freezing a ship’s inhabitants (or. Out here.) So. you’ve earned their attention and cannot escape them until you give them what they want or destroy them. some kind of power or fresh mechanic) in the playground of The Infinite Macabre. the player must roll that character’s Resolve + Composure pool. Exceptional success indicates that the character may go another three days without making the roll.” but anybody who knows shit about shit recognizes that this is the Land of the Dead.000 parsecs traveled only requires a reasonably short travel time (assume that it takes five hours minus the ship’s Speed rating to travel 100. what really sets The Infinite Macabre apart from any other iteration of the space opera subgenre are the denizens of the World of Darkness: monsters dragged from their terrestrial shadows and thrown into the yawning abyss of outer space. Time is telescoped while space is contracted. out here.) Further. Failure invokes a mild mental breakdown: the character begins to suffer from the effects of Isolation. which explains any notable rule changes you might want to consider in terms of using these creatures in The Infinite Macabre. for the remaining 24 hours. to live and die). instead. or duplicates: ships and characters made to mirror their own. Story Considerations.
44 Magnum.• Another new derangement: Sleepless (mild) / Insomniac (severe).” Or an “Ion Cannon. you might also want to create new weapons that are sci-fi appropriate and evoke different system reactions. Failure. but you are as always encouraged to make up your own (and once more we advise you not to be too married to actual science given the fantastical nature of space opera): Type Melee Weapon Melee Weapon Ranged Weapon Name Vibro-Knife Hydraul Maul-Gloves Damage Size Strength 1(L) 1 n/a 1(B) 2 3 n/a Ranges Clip n/a n/a 20/40/80 5 Cost •• Cheiron Systems 3(L) Bio-Rifle Ranged Weapon Enervating Null 4(L) Gun (3-Shot Pistol) 2 30/60/120 3 Explosive Ion Grenade 0 1 1 n/a n/a Special Vibrates through particles. but a thousand times worse.) • If you’re looking for a quick solution in terms of arms and armor. 179-180. Cold. see “Fatigue” in the World of Darkness Rulebook. Success means sleep (and the proper regaining of Willpower in the morning). any time it does damage. it also siphons one Willpower point •• BlastArea 2/ Throwing Mod +1. This following chart offers a handful of new weapons.” Or a “Photon Repeater. (Note that this is built for characters who aren’t used to space travel. ignores Durability •• Grants the wielder a +2 Strength when worn •••• In addition to damage also causes bacterial infection (one lethal point per hour. if Insomniac (severe). Distant. does no damage but shorts-out electrical systems and weapons for a number of turns equal to five + successes on roll / Humans and Hunters 11 Devin Hoffarth (order #2453937) 1 .” This penalty lasts until the character sleeps eight hours straight. This plays out like a regular derangement (as in. Some characters find it very hard to sleep. indicates that the character literally does not sleep at all—he awakens without regaining Willpower and he suffers a -3 penalty to all dice pools during the subsequent “day.” it’s now a “Phaser. Space is quiet. pp. a character possesses it until it is cured). Use the same stats and effects except instead of saying “. either. Whenever a character tries to get eight hours of sleep.” However. Failure. means a restless and uncertain sleep. Sta + Resolve only allowed with antibiotic injection ••• Fires energy pulse. roll Resolve + Composure. No day and night cycles. For further ramifications. Ever move to the city. and so they suffer from this derangement. For characters who are acclimated to traversing the stars you might reverse this to a degree – they suffer madness when forced to rest their heads while on a terrestrial body. then take a night and sleep in the country? All that screaming silence? All that impenetrable darkness? This is like that. if Sleepless (mild). which means busted-up Circadian rhythms. and no Willpower in the morning. you don’t need to look beyond the weapons already provided in the World of Darkness Rulebook.
Each group is defined by certain traits.) The monsters are different. Capture an alien and snort the ashes of its burned flesh? Sure. as if they are complete monocultures—the Halcyon Empire is militaristic. all without accountability. Story Considerations • Definitely consider the survival (and “survival horror”) nature of space: sure. soldiers and scientists who range far and wide to confirm Cheiron’s agenda. out there—the properties of vampire blood may work differently in Zero-G. and so on. They search space for mythic creatures and reagents for their bizarre Elixirs. the character cannot regain Willpower for the next 24 hours. a small army of Cheiron-paid mercenaries. They use old technology: knives. rumors exist of the Field Project Division. too—though. one often finds that there is an oppressive majority and a rebellious (even anarchic) minority like those found in Star Wars or Firefly.” They seek to destroy the Stygian Gates. more diseases to cure (which sometimes necessitates manufacturing the diseases. space to them is an exciting new playground. Lasts for eight hours unless one takes a Vitamin B shot to end its effects prematurely. the question: do the characters choose a side? Are they forced to one side? Can they play all sides against the middle? • Did you know that. rumor says that Cheiron is out there taking over whole moons for their experimentation. you’re nuts. the universe might be cast into a Civil War (once on the same side. Every planet has new flora and fauna to examine (read: exploit). the character must sleep for eight hours immediately or gain a headache that incurs a -3 Physical penalty. Once more. supernovas or borealis effects. swords. in the spirit of the World of Darkness. What happens when characters get stuck in deep space with no food? No water? • In space opera. so little time. • Consider reimagining a number of the hunter compacts and conspiracies: Aegis Kai Doru: The galaxy is home to countless ancient and/or alien artifacts—not just the Stygian Gates. Plus. What about the Black Dais found on the northernmost archipelago of the Hephaestus moon? Or those jagged crystal-studded “teeth” found on planets thousands of parsecs apart? Or the eerie Watchtowers. the Tiresians are a race of psychic berserkers who claw their eyes out at puberty. none should be without consequence.” and often hallucinates cosmic or celestial images (nebula. some ships might have incredible greenhouses or even livestock pens. too. World of Darkness Rulebook). mankind is often fragmented into various empires. it is home to incredible new drugs. The galaxy is home to countless pains and pleasures. And it’s partially true: a character gains three dots to his Stamina Attribute for one hour. Consider the following new drugs in play: Nebula: Hallucinogen. Ashwood Abbey: A secret club traversing the planetary systems—a hellfire group whose membership consists only of the richest and most eccentric ladies and gentlemen. Cheiron Group: Potent pharmaceutical and medical conglomerate found in most major systems—as powerful as any empire. what if you’re a rag-tag cargo ship? Or a pirate ship that needs to fly under radar? Not a lot of room for food or clean water (though one hopes that the ship properly processes the urine of those on board and recycles it). p. Red Tar: Red Tar doesn’t just make everybody look more desirable (the “Tar Goggles” effect). if you take a normal strain of Salmonella and expose it to the rigors of space it becomes more deadly? If you think the Cheiron Group is not excited by this. the bile ducts of a werewolf grow black and puckered when exposed to atmospheric re-entry. On which side do the characters find themselves? Alternately. So many monsters. once the “high” wears off (two to three hours later). They predict universal cataclysm: a series of supernovas and black holes that render the universe inert and create a kind of “reverse genesis. offering +3 to any Mental rolls. In space opera. but also does a number on one’s ability to communicate. and they seek them all out. 97. incurring a -5 penalty to all Social rolls. the People’s Republic of Ariadne suffer under a matrilineal police state. Crater Dust: Anybody who inhales a puff-pod of crater dust will feel immortal. now fighting amongst themselves) or a full-bore Galactic War (every empire against every empire). the ones that aliens purportedly built. he also suffers from the effects of the Megalomania derangement (severe. • Consider. civilizations and races. and so on. They’ll travel on ships but won’t pilot them. the ones which those mages seem so goddamn interested in? Ascending Ones: Religious ascetics who eschew high technology whenever possible. believing them to be the product of ancient devils. in which case the bonus increases to +4. so many aliens. even in the comfort of one’s own sleeping pod). too.• Just as the universe is home to awesome new weapons. first. but it also increases the character’s own attractiveness by causing him to both emit a pheromone and to gain a flush to his cheeks. but alternately. The character gains +2 to all Presence rolls unless that character has the Lust Vice. 12 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . the governmental nature of the universe. After the hour is up. Amps up Mental ability. One tends to see “through walls. pistols. However. Long Night: Zealous fundamentalists who believe that the universe must be “made clean” by God’s intervention. either. During this time. Hell.
A vampire’s Vitae might freeze (meaning VAMPIRES New Toy: Stygian Bezoar (• to •••••) This pebble-sized hunk of strange smooth stone— etched faintly with the whorling sigils found on the Stygian Gates and made of the same unidentifiable material—are highly sought after by the planet-hopping Relic hunters of the Aegis Kai Doru. Vampires System Shifts • Vampires have incredible power out in the abyssal maw of space. Not a lot of wood from which to make stakes. Now. or stardock—is he burned by the sun in that system only? • Consider too the nature of what happens when a vampire enters the vacuum of space. broken away from the squabbling empires and oppressive regimes. You just don’t realize it. hey. When a Lucifuge shows up on your stardock. this is space opera. But. frozen flesh.” half “mafia. so have fun with it. if the character wants to travel under 100 feet. •• 500 ft.” we mean uncomfortably. while between 200-500 feet would necessitate two points. And by “expel. Long ago. technically. not a biological one. The Union: They’re everywhere. Is the vampire harmed only by the light of those stars orbited by habitable planets (tying it to the vibrancy of human life and how the sun sustains those naturally living and burns those who are unnaturally undead)? Is the vampire vulnerable to all starlight? Or. Consider: no sunlight (vampires are burned by the sun that shines on Earth). only one point is necessary. No day-night cycle. Along the way. Hijack every subspace frequency known to man to transmit their anti-monster propaganda and to spy on anybody who might be harboring some wretched creature out there in The Infinite Macabre. vampires don’t need to breathe. They destroy such monstrous influence with fire… and photon rounds. they are just people who have been changed by their experiences out there among the stars.” all “monster killer. funded by various mysterious sources in order to hunt down and capture the galaxy’s most notorious supernatural criminals. they seek to learn the troubling secrets the universe hides.” Cost: one lethal damage as the character swallows the stone and 1-5 Willpower any time the character activates the Relic Benefit: A character with the bezoar sitting in his stomach can teleport himself great distances depending on how potent the stone happens to be (i. Lucifuge: These bounty hunters with the Devil’s blood travel alone or as part of mixed-conspiracy cells. Network Zero: Signal-pirates extraordinaire. finally. building cathedrals on the spots of ancient worship and sending missionaries to the farthest. all the dramatic things you see in movies (exploding bodies. They can set foot outside a spaceship to do repairs without concern and can wander happily onto the surface of a gaseous planet (provided the temperature wouldn’t sear them to a crisp or freeze them to the ground). you know there’s going to be trouble: administrators either give them full clemency or work to make life as hard for them as possible. implosions) wouldn’t happen. A union of secret hunters found in every corner of the world—half “neighborhood watch. Null Mysteriis: Monsters do not exist. So it’s up to you to determine the nature of a vampire’s aversion to sun or starlight. And. VALKYRIE is now a rogue agent out there in the universe. according to dots purchased): Dots Range • 100 ft. is it only the light of our own sun that burns the vampire? If a vampire is Embraced on a different planet—or moon. Now they have a debt to pay: find the places where the worst among us have gone and rout them. the founders ignored the rise of a terrible galactic empire and were even complicit in its ascent. eyes popping out of head.Loyalists of Thule: So many dark corners of the universe demand a light—the Loyalists see themselves as that light. weirdest corners of space. These hunters know that the monsters have come to the stars with mankind. ••• One mile •••• One hundred miles ••••• One parsec The character must expend Willpower with every use—a number of Willpower per dot/distance used (so.e. and recognize that the devils and demons will oppose man’s devotion to God and encourage sin. 13 Devin Hoffarth (order #2453937) 1 . They have to. That nameless mechanic who fixes your moisture vaporator? That smuggler who brings in illicit goods to the families that need them? The janitor on board the space frigate? They’re all hunters. Task Force VALKYRIE: Once an off-shoot of the World Government. and so on). again. The character expels the bezoar after a number of hours equal to his Resolve + Stamina dice pool. Malleus Maleficarum: The Church is out there amongst the stars. Could it be a xenobacterium that has caused the vampire plague? A rogue DNA infecting the shapechangers? They seek the truth—the scientific truth—in labs and through expeditions from system to system. This doesn’t mean you can’t (re)institute some weaknesses for space-faring blood-suckers… • A vampire’s vulnerability to sunlight is a supernatural one.
but they cannot operate alone. They want to feed. Some go wild and feral. Some are pirates and slavers: they make raids on human ships. Or the vampire might simply start to accrue damage: her undead flesh cannot suffer the rigors of the ever-hungry vacuum and its icy teeth. made fat by protein slurry and drained of their blood slowly enough so that they always make more. The vampire herself might start to seize up. the Daeva are everywhere. everybody scatters. Maybe they want to 14 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . Dilettantes. suffering a -1 Physical penalty per minute of exposure. Others have to up their game in terms of aping human life and pretending to be “part of the herd” instead of one of the wolves. They are the blood-beasts. Story Considerations • Blood. like food and water. Gangrel: When they show up on your space station. thieving cargo and stealing warm bodies to sustain them in the long trips between planets and galaxies. they shall. either (for who would appreciate their genius when designing a new spacecraft or selecting the perfect harem brood for a wealthy banker?). Pimps. and now engage in political battles with human empires on potentially equal footing? Daeva: Narcissistic spiders in the center of a cosmic web. They are the wild-men. is hard to find out there in the vacuum of space. plaguing distant space-lanes. Maybe they want information. They rarely work with other Daeva (the ego battles often end in clumps of blood and hair stuck to the walls). • What happens if vampires become viable political forces in the universe? As in.it cannot be spent for one hour per minute of space exposure). hiding in the ducts and passages of a darkened ship (think of the xenomorph from Alien. And feed. except a slavering bloodsucker). Sometimes they want information. It’s for this reason that most vampires must remain close to the “human herd” to survive. Pleasure seekers. Mekhet: You don’t find a Mekhet. Sometimes they show up to drink a couple blood-shots down at the vampire bar. The Mekhet find you. Artistes. But a lot of the time? They want to hunt. They travel in packs. they’re no longer bound to the Danse Macabre. Rumors even exist of vampires who have whole “farms” of humans out there: distant outposts where the humans are ensconced in tubes.
that’s totally in-theme. a gnarled and twisted tree at the heart of some forest moon. turn the sprayed blood into hot. by the tenets of Prey’s Blood. it seems. the Gauntlet is truly low. They lash together garbage scows.e. its Resistance is / VAMPIRES AND WEREWOLVES 15 Devin Hoffarth (order #2453937) 1 . it can remain separate from Between Space and still be exactly as it is on Earth. this only confirms the “Pure greatly outnumber the Forsaken” mode of the game. their tracking skills are genuinely supernatural—why not catch a whiff of blood on the solar winds. then. However. derelict spacecrafts. like those found in War Against The Pure). maybe they think you’re a fit for one of their myriad cults cast across the stars. 250-251). it means that Lunacy is less effective: all humans are considered to have +2 Willpower when determining Lunacy effects (p. granting werewolves +3 dice to the stepping sideways roll. Those who are destined to become werewolves but do not change on Earth become—you guessed it—Pure. but everyone knows what goes on in their blood-soaked moonbases… New Toy: Blood Propulsion (Devotion) (Celerity •. One modification: consider the possibility of allowing a werewolf pack’s spaceship to enter the Shadow if the werewolves have a totem bound to the ship (see below). which offers her propulsion in the dark void of space at Speed 1. the vampire can add in Crúac if it is possessed (replacing the Celerity in the roll). will you acquiesce? Nosferatu: They build nests and warrens in the bleakest. in outer space and on other planets. • Finally. Unless. the vampire could let fly with a propulsive jet of blood to provide momentum… Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. The totem can add its Attributes to the ship. it still requires one to be at a locus. as they call them. a blood-soaked bunk on a derelict military battleship. Nowhere to go but nowhere. you might want to reserve this for alternate shapeshifters. Werewolf: The Forsaken). Alternately. Seems like an extreme penalty—until you realize that the werewolf shouldn’t even be able to make that roll in the first place. pp. if you care to combine cosmologies for ease of use and memory. and by spending an additional Vitae. an almost non-existent one. satellite arrays—anything that will form their labyrinthine stardocks (or. 176. a totem can be bound to a pack’s spacecraft at a Totem point cost of one per dot spent in Spaceship Size (p. The vampire can do this in normal gravity and at normal oxygen levels as well. Some go to them unbidden. “scumdocks”) where they trap and hunt prey for both food and amusement. and yes. Or worse.” the humans call them. but given space opera’s general parameters (oppressive majority versus rebellious minority). the Shadow. Werewolves System Shifts • A werewolf’s relationship to Luna is a critical one—and in the far-flung reaches of space. Forsaken still step sideways the same way (Werewolf: The Forsaken. seeking enlightenment from the blind worm-oracles floating out in the void. of course. the patron or matron spirits bound to other orbital moons. Its Power gets added to any attack rolls. Vigor •) Imagine it: a vampire is ejected into the cold maw of space and just… floats there. a werewolf may still attempt a Wits + Survival roll with a -5 dice pool. acidic Vitae jet that does a number of points of lethal damage equal to successes rolled. So what happens to this ability when a werewolf tracks prey across the gulf of space? Normal tracking rolls do not apply. They attempt to show a less monstrous face. Werewolf: The Forsaken) allows a werewolf to taste the blood of a foe and track it with almost supernatural clarity—yet that should still necessitate a smell of the blood. If it’s actually out there in space. Loci are still foci of spiritual energy. Action: Instant The character hisses and vomits a jet of Vitae from her mouth. Assume that all Forsaken experience their First Changes on Earth. 179. a coppery tang despite the thickness of the hull. When they grab you from the light and drag you into shadow. Second. blackest parts of the universe. and to many Forsaken that is a terrifying consideration. tricky. Resilience •. • Prey’s Blood (p. Ventrue: They have consolidated powers and are themselves a powerful political empire—the “Vampire Nation. however. What does this mean in terms of rules changes? First. despite the vastness of the void? • What. except. And yes. The spitting blood has a range equal to the vampire’s Blood Potency in yards. • Alternately.give you information. 7). well. Its Finesse gets added to any piloting rolls. determining an Auspice becomes… well. the Astral Realms. Luna—the spirit presiding over the moon that orbits Earth alone—can no longer gaze upon her wild-hearted children from such a distant vantage. is the Shadow? If you’re comfortable with multiple cosmologies playing together. However. like many. and can even aim it with a Dexterity + Athletics + Celerity roll. And finally. feel free to make Between Space a cosmological combo-pack of the Underworld. consider the possibility that werewolves can bond with other lunar spirits—i. and any other “interstitial plane” you care to layer upon it. will you scream? Or. and can be anything out in space: an asteroid where a pleasure cruise crashed (killing all aboard). (Alternately.
as alien as one could imagine? • We said it above. when it’s all done. changeling pilot. 16 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . and there they move in on the side they choose as the Choosers of the Slain—and. Iron Masters: If anybody is attuned with their spaceships (and. all as alien as the worlds they call home. Story Considerations • At its core. despite their dysfunction. it’s the Iron Masters. piloting and repairing their own spacecraft. They have to be. Storm Lords: Storm Lords are political entities. • Also consider a Forsaken pack as the crew of a starship. The crew of a star-faring craft is much the same: everyone must be attuned to the task at hand. etc). the essential mode of Werewolf is that the characters—the werewolves—are the guardians of a broken world. to be submissive. Not on ground. and in every corner of every rot-fuck planet or distant moon waits a battle to be had. They seek a spiritual place. alien-like spirits out in deep space. we’re asking what if a pack guards a planetary ocean. and then model a werewolf pack after that same dynamic. and this is like that to a degree. we also think it’d be cool to have a starship crew comprising one each of the various types of supernatural denizen (Forsaken mechanic. Second. The Bone Shadows go to these spirits to learn. At least. with souls that lie somewhere in-between. almost ascetic. it is to speak to the most bizarre. don’t hesitate to increase the size of a pack’s territory: no longer talking about just a few square miles of farmland. and all of those things further stir the spirits. A pack works together—it must. Look to the crew of Firefly and see how. the Blood Talons rove far and wide following the scent of battle: the universe is no stranger to war. etc. an entire moon. Bone Shadows: The galaxies are home to myriad new spirits. but it bears repeating: The Pure can serve the role of The Empire. a whole tract of known space? Could they chase spirits across a parsec littered with space debris and broken craft refuse? What if they’re the lone shepherds of a moon under assault by a tidal force of wretched hybridized spirits.” To create a more “cosmic” feel. Pure. strangest regions of space. It can create an awesome—if claustrophobic (in a good way) story experience. they work together. The Uratha do not belong to any moon or planet and so they go seeking a place where they do belong. Not in space. This can remain largely the same in terms of The Infinite Macabre. More information on spacecraft in The Infinite Macabre can be found on p. they remain technologically unrefined: they are simple. This lodge purports to put together those of the Uratha who feel truly like outcasts and freaks—“strangers” to man and beast and spirit—and exhorts all lodge members to travel together into the harshest. And so the Storm Lords must involve themselves. and to one another. the ship cannot enter atmosphere. Just sayin’. the Strangers hope to find some kind of understanding of their origins and condition—after all. And yet. Hunters In Darkness: The name is literal: these wolves are the greatest trackers space has ever known. 6 of this product. Promethean weapons officer.). to the ship around them. know where the most potent loci await. It surely can’t because of the addictive nature of politics. The only restriction is that the totem’s Ban should be in some way related to the ship itself (a certain ritual performed on board. vampire diplomat. even moreso. some run bars on city-planets and others set up garages on those waystation moons that get a lot of passing traffic. the ship must power down once a week and float inert in the blackness of space. finding a place where they do belong is more than just mere physicality and geography. • What happens to the Forsaken tribes when you thrust them into The Infinite Macabre shard? Blood Talons: Berserkers and warrior-monks. The Blood Talons find the battlefields. that’s what they tell themselves. the universe is increasingly diced up into troubling empires. The purpose of this exodus is twofold: first. a world under assault by alien spirits. and those empires spawn wars and terror and crass diplomacy. as well. The Forsaken can fit the mold of the Rebel Alliance. but really? Most of them love the gearhead nature of owning. Sure. except replace “world” with “universe. they find those grotesque spirits born of the carnage and end their aspirations for greater terror. By communing with such entities. They are grotesque mutations of man and wolf. further. Azlu) that have wronged the Uratha. and ultimately (and ironically) to master such spiritual strangeness. has a totem bound to the craft). or it will die. right? Or the taste of power it provides? New Toy: The Lodge of The Strangers’ Exodus (All Tribes) The Forsaken do not belong. Then again. requiring little more than their fangs and claws to find those enemies (spirits.added to the ship’s Durability (at a 1:1 basis). be they terrestrial or cast across open space. Those who know of the Hirfathra Hissu also know that they are powerful prognosticators and. to escape the known universe and plague it no more. and they will hound their prey across the blackest void. when a wolf is too sick to live he goes elsewhere to die.
In fact. WEREWOLVES AND MAGES 17 Devin Hoffarth (order #2453937) 1 . (Now. And. Paradox. the werewolf can reroll all failed dice (once) by spending a Willpower point. food supply and clean fresh water). but outer space itself sure has an abyssal quality. Mages System Shifts • In theory. mages are likelier to act outside the view of Sleepers. And. The Free Council: The universe is a swiftly-changing thing. They advise them on matters of war and diplomacy. accelerate (and even direct) evolution. Mage: The Awakening). Mages might be able to fix that. what happens when that group of mages decide that they don’t want to relinquish this place that they built? What if they decide that they are the planet’s new keepers? And overlords? • Mages are easily obsessed with the past and with anything that registers as “Atlantean. maddest Abyssal gods lurk in that interstitial void? • And what about the mage orders? How do they fare in the space opera revamp? The Adamantine Arrow: These mystic warriormonks are advisers to the many empires of man. Humans are far more willing to accept the strange things they see because they know magic is real and that true monsters travel the stars. she may add her dots in Wisdom to any Social dice pools used in dealing with that spirit. begone. How could it not be? If one mind is strong. and further. all of which seem to be marked with Atlantean runes (both tiny and massive). the leash (or rather. they train the princes and soldiers in whatever martial way suits the students. Worse. the laws of reality are a little… looser than you’ll find in the standard World of Darkness setting (or in a harder sci-fi shard). Story Considerations • One of the great issues with traversing and colonizing outer space is the lack of breathable air (which often goes hand-in-hand with a lack of flora and fauna. though. mages—like vampires—find that their supernatural abilities are opened up quite a bit by a journey into outer space. In the setting. Not only is science running rampant. Consider that terraforming potentially takes between ten and a hundred years to make a moon or planet habitable by human beings. safety valve) on magic and those who use it is gone. What does it mean? Many have posited that the so-called Dread Doors were built by early oracles. thus giving them unparalleled powers in this age of space opera. because the belief in magic is so widespread. Get rid of it entirely. but they don’t recruit—they won’t come after you. when necessary. And that gate would either lead mages to Atlantis… or lead Atlantis back to this reality. • What about the Abyss? Sure. Eradicated: Paradox. create ecological diversity amongst plants. birth different biomes. and so on and so forth. a relatively small number of powerful sorcerers with capabilities across all the Arcanum could literally create their own world— spawn oxygen. since they’re rarely easily accessible. too (in much the way that the denizens of the Star Wars universe knew about the Force). Crafts ••. thus allowing a much wider variety of acceptable results. remove one die (to a minimum of one). can accelerate the process. Some further suggest that if the gates could be linked magically. finding and joining the lodge often requires quite a pilgrim’s journey across the known universe in an effort to dig up the trail to follow. does it not? Is there a magical sympathy between the void of space and the oblivion of the Abyss? Do Abyssal entities lurk out there in the deepest darkest channels and forgotten tableaus of space? What do mages think of what happens when they go through a Stygian Gate? Is Between Space even closer to the true Abyss? Do the deepest. members of this lodge feel quite at home with the Occult Skill (as that Skill deals with the margins and fringes of knowledge)— when rolling a dice pool that uses the Occult Skill. technically the Abyss is the yawning gulf between the Supernal and the Fallen. the Arrow mages step onto the fields of war and wage a campaign of battle magic against the enemies of their empire—even if that means bringing magic to bear against others in their order. but humanity is aware of magic to some degree.) Mages. Paradox. In effect. it might instead be something that can happen in the course of seven days if you want it—some super-fast “God Seed” that dramatically transforms the planet’s surface. what does that mean for Paradox and vulgar magic? Consider these three options: No Change: Same rules apply. Castrated: In the base Paradox dice pool (p. Further.Prerequisites: Wisdom ••. or at least help the process. Benefits: The Strangers of this lodge know that they do best in strange places and when confronting truly alien beings: any time a member of this lodge meets a spirit type she has never before encountered. in your space opera. perhaps indicated that Atlantis was never on Earth and was always out here… somewhere.” So it is that many mages are deeply fascinated by the presence and origin of the Stygian Gates. In the setting of space opera. So. Science •• Membership: The lodge is open to any member of any tribe. 123. You have to go after them. they might create one big gate. of course. That’s scary powerful.
but only does bashing damage. 68. and each turn it does one bashing damage to the character while it remains in her grip (this cannot be prevented with protective gloves or other gear). And.)—this lasts for a number of turns equal to the character’s Gnosis score. In addition. Life: Once per game session. thank you very much. staves do bashing normally. petty squabbles. Guardians of the Veil: If the Free Council consists of magical anarchists. In addition. The weapon must be attuned to one of the mage’s Ruling Arcana (determined by Path.). However. Forces: The mage can. though—think of them as a well-intentioned secret police. it gains +1 dice against vampire targets. Mages of the Silver Ladder aren’t content to serve as diplomats or strategists to the various empires. in fact. during this time the weapon does aggravated damage to targets. The weapon gains Damage (as attack bonus) equal to the dots purchased in the Merit. “Gosh. etc. the Mysterium accepts that those previous “tenants” may have been the original Atlanteans. light. Mind: If the weapon makes a successful attack on a sentient creature and does at least five points of lethal damage. Damage on these is considered lethal regardless of the weapon (e.” They believe that before mankind came out here to colonize the stars. see p. Prime: If the weapon makes a successful attack on a creature possessing Essence or Mana and does at least 18 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . punishing them. they represent magical anarchists out on the galactic fringes. Choose a melee weapon that best suits the character’s persona (sword. And so. maybe as long as a million years ago. the weapon also gains a special ability based on the Ruling Arcanum: Death: This weapon can be used to attack ghosts (manifest or otherwise) directly.” the old Council heads say). the stars had other inhabitants. no longer secret. etc. lightning. the Bone Shadows and maybe even the Mekhet. army or mega-corp has a Silver Ladder sorcerer at its head. across the stars? How wonderful if all those means were bent toward enlightenment. they’re trying to put the snakes back in the can because magic is already out there. axe.g. That doesn’t stop them from trying. chipping away volcanic moonstone to form a glass-sharp knife). well. then the attack was successful. and that puts mages in a particularly powerful position. the mage can use this weapon in a way opposite of its intent: to heal instead of damage. • to •••••) Effect: Whether true or not. If it comes up 2-9. The Silver Ladder knows the truth: mages are the ones who keep the magic. They don’t like that the other mage orders contribute to the oppression of magic and enlightenment (“keeping it all for themselves. and they can claim that rule easy—as a result. but it doesn’t make it any less assumed. They deserve to rule. roll a single die. Mage: The Awakening). Matter: The weapon ignores Durability as a factor when making attacks on any material and inorganic object. then double the damage done. then the weapon also robs the victim of one Willpower point and the point is transferred to the mage. staff. they’d rather be the emperors. practiced only by an elite few. hammered the meteor-forged sword. It also makes the Mysterium the self-proclaimed expert on the Stygian Gates. but an Attuned Staff does lethal) unless a special effect below notes otherwise. mages are considered to be mannered and elegant—champions of old ways and ancient methods.” but that’s bullshit. No. no effect takes place beyond normal attack and damage resolution. (And yes. extremism. The Mysterium: Those mages in the Mysterium are equal part “cosmic mystagogue” and “alien archaeologist. The character must have built this weapon herself (cut the staff from an alien tree. And they’re happy to ascend to their predestined rank as Rulers of Everything They See. turn the weapon into the embodiment of a particular “force” (fire. once per scene. New Toy: Attuned Weapon (Merit. entrenched beliefs. the Guardians comprise those mages who think magic should be kept secret. It’s the same as it’s always been: war. Further. if you’re thinking. Frankly. toward the Awakening of magic? But they’re not. tracking down those exploiting magic and. The Free Council wants to change all that. If that die comes up a 10. Fate: On a successful attack.) As such. many mages build their own Attuned Weapons: melee-style hand-held weapons that reflect their magic and speak to a time before photon repeaters and laserlancers. freeing people’s minds (even if the people don’t want them freed). knife..) The Silver Ladder: The Free Council likes to claim that the universe is “home to magic. If that die comes up a 1. more than one empire. That means planet-hopping to find any artifacts or writings that lend credence to this theory and shine light on the original Atlantis. Make an attack as normal. and successes gained instead heal that number of points of lethal (or bashing) damage. it gains +1 dice against Promethean targets.what about a billion? Ten billion? A hundred billion. (The Free Council balk at this suggestion. spear. The weapon does not heal aggravated damage. civilization. this puts them into serious competition or coordination with the Loyalists of Thule.” you wouldn’t be wrong.
the Hedge merits serious consideration. In addition. The question becomes: where does the changeling go when she enters? The Hedge. To determine how long the journey takes in the Hedge. then the weapon also robs the victim of one Essence or Mana point and the point is transferred to the mage (Essence is transferred as Mana). In addition. However.) This means that changelings can use the Hedge to bypass Stygian Gates if they so desire: either using the gates or even docking bay doors as pathways into the Hedge. MAGES AND CHANGELINGS 19 Devin Hoffarth (order #2453937) 1 .three points of lethal damage. yes. ( This leads to images of faceless hobgoblins leaping onto the wings of the ship. it gains +1 dice against Awakened targets. we can then imagine that changelings in turn can take more than just themselves in: they can take whole spacecraft inside to navigate the tangle. that means a supply closet on board a frigate. Time: The mage always goes first in Initiative. through a reflective surface on a solar array. walking down a Hedge trod) and far more three-dimensional (a spheroid maze where changelings can travel up. Space: If the mage makes a successful attack on the target and draws blood. it gains +1 dice against changeling targets. the mage may scrye into the weapon at any point over the subsequent 24 hour period and see the victim and her location (though the only sense experienced is sight). the rules that govern changelings on Earth don’t need to change much in terms of putting the Lost into the space opera shard. The Hedge can be opened as normal by any changeling going through a portal or reflective surface—and yes. it gains +1 dice against werewolf targets.e. assume that the Navigation system on p. or in the trapdoor at the bottom of a lunar ore harvester. In addition. throwing themselves bodily into the engines. but what and where is the Hedge? If we reimagine the Hedge as something that is less linear (i. Spirit: This weapon can be used to attack spirits (manifest or otherwise) directly. or sideways through the labyrinth). Changelings System Shifts • For the most part. chewing through cables. down.
Ether—or even the empty Void of space. drug-addled tricksters. yes. mankind moving with the aggressiveness of an untreated disease. The Autumn Court: The universe knows no fear. • Freeholds. or that it’s not valuable to be able to control fire and temperature and grow plants on board a ship— in fact. They care about what they want. giving it a Romeo & Juliet in-wartime feel). sunlight). the Bishops of Occultation. That’s not to say. distant islands on distant planets—to call their own. except now the journey takes (in hours) 20 minus the Wyrd rating rather than 10 minus Wyrd. the Royal Guardians of the Ring of Dust. and that’s it. a planet yet with its own kind of mad gravity—gravity that reaches out with invisible hands to clutch at those whom the Fae want to bring to heel. However. They’re terraforming freaks. why put in place unnecessary limits? You might also want to expand the Elemental Contracts to. don’t hesitate to get all space opera on its ass. in this way. They offer protection to any who join with them: joining merely means a stint in the Summer Court’s military service. changelings can become incredibly useful on a long spacefaring journey. a ring of thorns surrounding the Arcadian homeworld. They don’t care what you want. the Court of the Void. can get a pretty serious space opera makeover: a rebel lunar outpost. the Aurora Court. you’re obviously free to keep the Courts as seasonal. now: what if the Hedge is a ring of thorns surrounding an Arcadia planet. This can work with the various noble entitlements. a fabricated village found on a comet and held fast by a Contract with the comet itself. and sex-addict space hipsters. even the 20 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . are a new consideration. the fundamental unit of larger Lost society. Do they only exist in whatever version of the Hedge you prefer (a Hedge planet. why not? Even if they’re not terrestrial. but the monsters that lurk out there in the velvet blackness. a ring navigable by spacecraft? What if. One question is: do Contracts of Fang and Talon work if geared toward alien fauna (or Contracts of Spring on xenomorphic flora)? Well. The Courts as they stand are seasonal. The Summer Court: The Summer Court cares little about the ways of man—they are warriors and soldiers. an old cargo freighter thieved from its pilots. say. a planet that never shows up on any star-charts or surveys. some changelings are going to be more comfortable on a planet’s surface rather than floating out in the middle of space since the Contracts of the Lost are so often attuned to natural features (elements. but truly extraterrestrial? Could a character’s story involve a measure of planetary romance by falling in forbidden love with her Keeper—a relationship denied by the gulf of space after the character is unwittingly freed? Hell. consider rethinking the entire “majority oppression. The Autumn Court serves to remind the universe that monsters exist by being monsters themselves: they are but a taste of the terror. • And what of the seasonal Courts (if you’re keeping them). consider revamping the nature of the Courts. What of the True Fae and their homeworld. a parsec-traversing signal (delayed by minutes or hours depending on how far apart the freeholds happen to be) that allows changelings to warn one another about the True Fae or coordinate attacks on the Keepers or on enemy Courts. the Summer Court carves out its own domains across the galaxy—forest moons. Freeholds might communicate with one another via a Subspace Frequency. cast in the dim light of The Infinite Macabre: The Spring Court: Think of them as hedonistic galaxy-crossing Johnny Appleseeds—tromping across the planets and moons. Example: a tropical jungle moon might make a great Summer Court kingdom. On the one hand. a vaccine for mankind’s unchecked spread. and the Lost alone. either: what about Courts based off of celestial objects? The Court of the Comet. • It might seem that Contracts require special consideration. it seems—it continues to expand ever-outward. looking for places to plant their seeds both figuratively and literally. but for the most part. however. That is not to say they form an oppressive empire: no. Story Considerations • A changeling’s imprisonment by the True Fae can be a whole different experience. It’s as if man is ignorant to the dangers—not just the dangers the stars offer. • Goblin Markets. such as solar flares or supernovas. but they don’t involve themselves in mortal disputes or territorial pissing matches. and the changelings represent an active rebellion looking to rout and destroy their oneiric overlords (which further complicates that “planetary romance” angle noted above. Their armies march for the Lost. whereas a Hoth-like Arctic rock would make an ideal place for the gloomy palaces of the Winter Court. too: Knights of the Supernova. and space? Space has no seasons. as some planets will either still have seasons or will have one persistent season. when humans are stolen away. As such. that a changeling couldn’t have a dog or two on board a spacecraft. minority rebellion” aspect of a lot of space opera: what if the True Fae are the oppressors. they are dragged through rifts in time and space (or Stygian Gates) and taken to this Arcadian homeworld? Are the True Fae then not only figuratively alien. or the Hedge as it stands in Changeling: The Lost)? Could you envision a solar flotilla out at the edges of space or found somewhere in Between Space? • Finally. the Court of the Dead Star. animals. too. sun-baked space stations.219 of Changeling: The Lost still applies. they should work as designed—it’s just that.
call it Prometheus—apropos given how often the names of planets are cast after mythic figures. superlative 10-15. This also means that new methods of such extraterrestrial alchemy could lurk out there for those mortals or Prometheans who are intrepid enough to find them. • You might consider upping the milestone Vitriol awards for Promethean characters walking the Pilgrimage: after all. creating a Promethean) is actually “alien alchemy. it takes the spaceship and literally. a relative rarity in the World of Darkness. like their Autumnal counterparts. For while many places remain hidden in the universe. tracking one’s “humanness” is all the more difficult across the deep channels of space (where humans sometimes fear to tread). While in the Dismal Void. or Autumn Court. Prometheans System Shifts • Prometheans have a sympathy with Between Space. The Winter Courtiers flee to the farthest corners and there play out their mad games and courtly intrigue. And what does this doll do. •••••) Peel back the metal door encasing the engine of a changeling crew’s starship. Play a game like Dead Space and tell me that the pink. New Toy: Capacitor (New Electrification Transmutation. the Winter Court escapes—and this universe is home to many hidden. as we’ve seen already. • Consider the possibility that the alchemy once put forth by various Demiurges to bring life to dead flesh (i. the inspiration for such creation on Earth came from the alien astronauts that once landed in Ancient Egypt. all of them can still be found by the most resolute True Fae (or humans. Instead of acting as bellwether and warning system. it doesn’t teleport anywhere. • File this under “Idea That Totally Won’t Go Horribly Awry.” as in. (The dots in the Spaceship Merit must be respent as Hollow dots while the ship remains in that form. could be a lot more common in The Infinite Macabre. the ship—once it becomes a Hollow—cannot re-engage and emerge as a ship again for a full 24 hour period. Drawback: First. so no Disquiet. This could thrust clones into the light as either a major enemy for Promethean characters or it could put them front and center as playable characters. screaming. or whomever). exactly? Well. gibbering mutants in that game couldn’t easily be something ripped out of the pages of Promethean: The Created. the shift from “outer space” to “Hedge” is one that sends up all manner of signals—signals that may summon strange hobgoblins. •••••) The Created with this Transmutation can control and sense all aspects of a spaceship from within merely by touching some part of it. Story Considerations New Toy: Doll’s Heart Driveshaft (Token. babbling. Branded throngs. and can reduce the cost of activating any Bestowment by one point of Pyros (minimum of zero cost). look no further than the Centimani or Pandorans. The Winter Court: The Winter Court. demented changelings or mad Keepers. writhing. Adjustment needn’t be dramatic: minor milestones are 1-5 Vitriol.” but what would happen if the Prometheans actually had their own moon or planet to call their own? (Hell. they might be used to populate a moon-based mining operation or even act as a whole army of soldiers for an oppressive galactic regime.worst civilizations have a lot to fear from the Autumn Court.) Action: Instant Mien: The doll wired to the heart of the ship is alive: squirming. They are equal opportunity nightmares. the Promethean gains +3 dice to resist Torment. Clones are capable of manning spacecraft or acting as redundant failsafes—or. major 5-10. Catch: The changeling must have burned her hand (for one or more lethal damage) somewhere on the ship during the previous eight hours. and what might you find? You might find a creepy marionette or plastic doll wired up to the drive. that’s what. in the span of an instant. And when it does. it must literally fly free of the Hedge through some gateway or door big enough to accommodate a ship. ahoy. recognizes that the universe is filled to the brim with horrors—but their response is entirely different. drops it out of space and into the Hedge—where it promptly becomes a Hollow. PROMETHEANS 21 Devin Hoffarth (order #2453937) 1 .) No humans around. forbidden and forgotten places. Second. What could possibly go wrong? (What’s that? You say it’s a planet full of rage-filled monsters who long to be human?) Is it too abstract to suggest that so many Prometheans could somehow imbue the moon or planet itself with a kind of sentience and life? A “reanimated” Promethean planet broadcasting its mad signal into space? A signal that draws Disquiet from hundreds of parsecs away and captures passing ships in a tractor beam of pure disdain and simmering suspicions? • Clones. becoming insular and inbred (metaphorically and literally) until some clash or crisis kicks over the log and drags them back out into the light.e. • If you want a little survival horror mixed in with your space opera.
the Promethean can take a turn and sense the goings-on within the ship. and above it. a sky (“The Allochthonous Skies”). Finally. moon 22 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . These are places where stars burned out or where ships died in the emptiness and the crew withered away to nothing. Third. Second. These places are home to ghosts both human and alien. planets. it has a surface. asteroid outposts. make attacks or even make repairs (see the Spaceship Merit. space stations. assume the Underworld is no longer entirely autochthonic— meaning. Just as the Underworld on Earth represents the shades of that place. assume that every physical body that is or has been home to human beings has a representation in Between Space: moons. so does every netherworld of every planet. so consider using Dead Spots: out there in the deep nowhere are spaces that are not only physical voids but spiritual voids. it also has its own Underworld. (This requires no roll. etc. 7 of this product) without being near to the controls of those systems.Cost: 2 Pyros Dice Pool: None Action: Instant Activating the Transmutation requires the Promethean to touch the spacecraft (from within or outside). 258). And above that sky is the wide open nothing of Between Space (aka the Dismal Void). attaining all five senses as if the character is the craft. The spacecraft gains power if it had none before.) Sin-Eaters System Shifts • Gaining plasm might be a little bit harder in The Infinite Macabre given a Sin-Eater’s propensity to spend time in space in transit from world to world. and wise Sin-Eaters can use these out-in-thevoid “haunts” to collect plasm from these low places. p. too. if it has a representation in Between Space. • The Infinite Macabre demands a potential rewiring of the Underworld as it’s written in Geist: The Sin-Eaters (Appendix starting on p. Further. the Promethean can pilot the ship. First.
engines dying suddenly. New Toy: The Meteor Mask (Deathmask) Deathmask. he found that his family and friends were all gone. alongside “ghosts. the Impaled Pilot. making them an easy ally for the Forsaken? Possessed Starships If cars and airplanes have spirits. a character could enter the Underworld on Earth and reemerge onto. Regular maintenance keeps them docile and content. if you feel like you want to open up the Sin-Eater purview a little. Story Considerations • The geists themselves should be thought of in those “space operatic” terms while still retaining that archetypal sensibility: the Suffocated Cosmonaut. When he emerged. He was trapped. just as the Force hears all those “voices” crying out. Exorcising a starship computer may not the ship’s chaplain’s normal duty. peppered with glittering gems where the eyes and teeth should be—is the face of the Last Colonist. the planet Corvus (through its Underworld) some 10. The engines may kick in just at the right moment. benign spirits get to add their Power score to any Skill checks made using ship systems. feel free to add “spirits” to their resume. They long to be out there. When he was left as a lingering ghost. The Last Colonist did not die with the others. It only takes a few adjusted systems to turn a starship to into a coffin—if you’re in the piracy game. but it’s perhaps the best time to have a priest on board. if you’re playing with SinEater characters) treating such a vessel with a lack of respect may find increased injury rates or that their navigation system is always pointing them just off course. massive battles unlike any seen on Earth can unfold. It’s what they are. as he was underground in the mines at the time. SIN-EATERS 23 Devin Hoffarth (order #2453937) 1 . entire civilizations and planets are wiped out with singlestroke mega-weapons (think the way the Death Star obliterates Alderaan—in fact. When the Sin-Eater dons this mask. a geist whose entire moon colony was destroyed by a rogue asteroid. Of course. really pissed-off spirits can do a lot worse. the Dead Knight of the Black Comet.” It isn’t entirely without sense given that geists are so archetypal that they aren’t ghosts so much as the spirits of ghosts. say. too. In space opera. Ghosts of dead crewmates or living individuals with particularly powerful supernatural abilities can cause hair-raising horror in space. (And it bears considering exactly what the Underworld of these places look like: the Underworld of a stardock might very well look like the claustrophobic halls of any Doom video game. In game terms. However. Other things can take control of ships. the Forgotten (Death by Chance) Key: Industrial Skill: Drive (Pilot) This mask—a porous mask forged of volcanic rock. being so far “out there” probably makes it a lot easier for specters to manifest and affect human beings: faces at the portholes. Crews (or krewes. or a short-circuit flickers brightly to illuminate something terrible in the dark cargo hold. wraiths traveling alongside the ship like pale worms instead of porpoises. into the Lower Mysteries) and emerging into another Underworld—which means. Why not assume that Sin-Eaters straddle two worlds. it should be possible for a character to leave one Underworld by going “deep enough” (meaning. while malevolent entities apply Power as a penalty to Skill checks. this can make it easy to acquire new vessels. In fact.and stardock. yes. too. because the meteor had also destroyed any chance of getting off the colony.) Finally. what they do. Any spirit that unpleasant might just switch off gravity and life support and flush the flesh contagion out into space. you can be damn sure that starships do. while a crew that develops an affection for their ship may find that sometimes the craft… helps them out. the Lunar Miner. Sin-Eaters can use Avernian Gates (per normal) on any body or structure that has its own Underworld. the machines around him run silently and effectively—no machine within 50 yards will break completely (unless destroyed actively by the changeling). You have plenty of excuse to populate the stars and planets and dead dreadnaughts with as many ghosts as you so choose. and over time he perished.000 light years away without ever venturing into outer space. Sometimes. so too might Sin-Eaters feel such a deathly disturbance across space). gathering glittering gems and stones with compulsive fervor. he absorbed all the roaming specters of those who had died. and together as one they wandered the rock. where the netherworlds of other planets would represent the dead cultures of those civilizations that dwelled there. They aren’t content to sit and wait in dry-dock. • What to do about ghosts? Consider that the universe is probably full of them.
most of this section is geared toward the rules and character creation necessary to play an alien Same with Skills: while it’s possible that aliens might not technically possess the same Skill sets as human beings. Technically. provided you extract out any of the space opera trappings. light. From Darkest Space. You haven’t seen anything yet. You Appear You have always played The Other. “What do you want to do when you grow up?” The answers are. equal parts spirit.) To be clear. As a vampire. You want to crack open that poor dumb meatbag and savor the juices. animal. Prometheans or fae creatures. As with Skills and Attributes. This portion of The Infinite Macabre is devoted toward letting you roleplay an alien being. this is meant to be kept with the setting and themes of The Infinite Macabre—space opera as a concept is comfortable with the pulpier elements and motifs that best suit an alien character. Everything else is up to you. Step One: Choose Concept Your flesh shimmers. You do not need to put these in the same order that you applied to either Skills or Attributes. aliens still have humanoid qualities. Social. and kept to the fringes by your cold hands and the hot blood in your mouth. Step Four: Select Skill Specialties Step Five: Add Alien Template Choose three Skill Specialties for any Skills your alien character possesses. you must prioritize the categories for your alien character’s Qualities. It’s iridescent. As a werewolf. The alien template is a simple one: it is composed of Qualities.The Other: Playing an Alien in the World of Darkness creature in The Infinite Macabre. Your hands? Each finger tapers to a whipping tendril (like the tongue of a hummingbird). We’re getting down and dirty: here are the rules and as many examples as we can cram into the gaps. you are a creature straddling worlds. can perform tricks that could crumple someone’s mind like a soda can under a heavy boot. And your people are very polite. 24 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . That’s not even talking about Sin-Eaters. (Alternately. And that’s a good thing. That would be rude. That said. too. canvass a party. It is up to you whether or not these Qualities are meant to be singular to your alien character or representative of his entire alien species. like the mirrored flesh of a lizard. of course. the rules in here could easily be used to create Nightbreed-style monster types. An alien can hack a computer. they are until nobody’s look� ing… Determining the direction you’ll take in creating an alien character is almost as difficult as being asked. The only person who can stop you is the Storyteller. you gain an additional category: Physical. because you can hear blood pulsing through human hearts. Haughty power-mad diplomat? Flesh-hungry moon-born berserker? Disgruntled robot? Emotionless jellyfish-like bladder of toxic gas and telepathic communication? You have no end to the choices you may make. you “see” by cobbling together an unholy host of stimuli—sound. At least. if you are inclined to take characters built from this section and put them in your modern-era World of Darkness game. you are held fast to the darkness. or stab you with a pointy implement. limitless—but hopefully with a little thought you’ll be able to zero in on the type of alien you might want to play within the boundaries of The Infinite Macabre. Step Two: Select Attributes Step Three: Select Skills Choose Attributes in much the same way you would choose them for a starting human character. Not now. Except here. and man. too. You can smell the sweat of their fear. you know things others do not. Mental. and Cultural. Feel the warmth of flesh even at 50 yards. which are the elements that define your alien species. But you don’t. It makes you hungry. Your eyes don’t exist. smells. As a mage. hunters. heat. go for it. in the mode of The Infinite Macabre space opera.
bundles of wires or other manmade intricacies) then that penalty drops to -3. it also suffers no Physical attacks. What does this mean? First. Finally. they are not meant to be exhaustive. Defense. steam. other characters. or you can waltz into a cloud of toxic gas because you do not breathe. This offers him a +3 on all Perception-based rolls. How you interpret that is up to you: is he a cloud of vapor? A purely telepathic entity? A spirit of sorts. Quaternary earns you one dot. Chameleon (•••) The character’s flesh is capable of shifting colors and manifesting iridescence: as such. or electricity. you gain a number of dots to spend across various alien Qualities apropos to that category. respectively). Make up your own. radiation. to be more descriptive. you can wander underwater for hours on end. cold. The simpler the background. but also to determine the appropriate dot levels. Finally. Primary earns you five dots. and these dots are not bound to any one category. Note that dot costs are higher when the Quality offers a larger benefit. Choose one weakness from this list (or make up your own with Storyteller approval): 25 Devin Hoffarth (order #2453937) 1 . kept only to the Shadow of the galaxy? Does his gaseous form lie trapped in some kind of tank? However you determine it. Cross them off the sheet. Secondary earns you three dots. if the character is wearing clothes or objects then the penalty to find the character drops by one more (to -4 or -2. Further. Other characters must be actively hunting for the character in order to see the chameleon: passive witnesses will fail to see anything strange at all regardless of the circumstances. If the character is reduced to zero Willpower. The character has no Health score and instead tracks damage through Willpower. Swing a vibrating blade through the character and—what? Nothing. a brick wall. Initiative is equal to Intelligence + Wits. compositing it with his normal mode of vision. Note that purchasing Imperfections (below) can earn you up to an additional five dots to spend in Qualities. a benefit) until you recognize that the character is virtually indestructible: while it may make no Physical attacks. Does Not Breathe (••) Oxygen? Who needs oxygen? Certainly not you. “whipping tendrils. Gazing Across the Spectrum (•••) The character’s vision offers him a myriad of perception tweaks via gazing across multiple spectrums. PLAYING AN ALIEN Physical Qualities Bodiless (•••••) The character has no body. It has a Speed equal to Resolve + Composure. the more effective the camouflage happens to be: if the background is uncomplicated (a forest. The character has no Size. then the character suffers a -5 penalty on all rolls until at least one point of Willpower can be restored. a rock face) then any attempts to actively search for the character suffer a -5 penalty. the skin can blend in with most backgrounds provided the character can wait for a single turn to manifest the skin-shift.In each category. if you’re so inclined) cilia—or. No damage done. If the background features unusual complexities (a poster on the wall. but instead of causing wounds. it means no Physical Attributes or Skills. it subtracts Willpower. especially in how well it flies at your game table. Tertiary earns you two dots. the character may not move during this time: the skin does not change to keep up. ultraviolet. It also means: no Physical advantages. Covered in Cilia (•) The character’s flesh is covered in small (or large. the character has no body to speak of and thus is given over to no Physical existence. You should work with the Storyteller and the other players not only to come up with interesting abilities. This is the only source of pain the character may suffer: it does damage. You gain life-giving sustenance from other sources: perhaps you are driven merely by the kinetic energy of your bodily processes. and thermal sight. Your Awesomeness Trumps Our Awesomeness True fact: anything you come up with is probably going to be cooler than anything we come up with. or Speed due to the tiny energy generated by the constant movement of her cilia. Whatever the case.” The character may choose a +1 bonus at the time of character creation to either Initiative. depending on the order you give it. darkness helps the chameleon skin adapt: darkness keeps the penalty at -5 regardless of the background complexity and whether or not the character is wearing clothes. He is able to gain visual input across infrared. This may not seem like a Quality (meaning. fire. you can walk on the exterior of a ship. The Qualities found in this chapter do not need to be the end-all be-all list.
or razor-sharp serrated fins along one’s forearm. This Skill needn’t be bound to the Mental 26 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . The character gains one dot of armor (both against bashing and lethal sources) per dot purchased in this Physical Quality. swirling colors A vague. like that of a tremendous mantis or beetle? Dense-woven nano-fiber made to replace one’s existing skin? Whatever the case. and determine the target’s current dominant emotional state. just a really weird distant offshoot of humankind (with some frighteningly close genetic parity to humanity. Investigation. gaze upon the swirling aura of another character (alien or human). muted aura Further. or even backwards.Human-Seeming (•) Perhaps the character is a synthetic humanoid or. Skill Focus (• to •••••) The species focuses a great deal of mental energy on a single Skill. by expending a Willpower point. Either way. Natural Armor (• to •••••) Hard reptilian scale? Chitinous exoskeleton. Alien minds and brains needn’t be so forthright and may solve problems and puzzles more comprehensively. Mucusflesh (•) The alien flesh exudes a greasy. The character gains the 8-Again quality on the following Skills: Academics. or mucuslike discharge at all times. the Unskilled penalty is reduced from -3 dice to -1 die. If the character wishes to view the aura of a different target. the character’s skin is hard enough to provide the benefits of armor. and Science. Supernaturally Controlled Weak. sticky. the character can pass as human more easily. It is therefore very difficult to grapple the character: any grapple attempts against this alien character suffer a -5 penalty. Aura Signifiers Condition Afraid Aggressive Angry Bitter Calm Compassionate Conservative Depressed Desirous/Lustful Distrustful Envious Excited Generous Happy Hateful Idealistic Innocent Lovestruck Obsessed Sad Spiritual Suspicious Confused Daydreaming Psychotic Supernatural Being Color Orange Purple Bright Red Brown Light Blue Pink Lavender Gray Deep Red Light Green Dark Green Violet Rose Vermilion Black Yellow White Bright Blue Bright Green Silver Gold Dark Blue Mottled. Vicious Body Parts (• to •••••) The character has a body part which does lethal damage equal to one die per dot purchased. Genetic testing will reveal the truth. Any rolls made to pretend to be human gain a +3 bonus. an additional Willpower point is required per aura examined. Consult the sidebar on this page to see a sample of aura colors and their accordant emotional states. perhaps within one percent). flickering colors Hypnotic. Note that aliens that possess no emotions fail to register any kind of aura signifier. Could be that this is some kind of violent mouthpart (a piercing proboscis). The character may receive a single aura color or a hypnotic mix of colors (indicating greater emotional complexity). Computer. Occult. rather. shifting colors Sharp. ichorous claws. Non-Linear Thought Patterns (•••) Human beings tend to think logically and linearly: man is a problem solver that moves from Point A to Point B and so on. indescribable “wrongness” to the aura Mental Qualities Empath (•) The character is able to.
able to communicate directly with the minds of others (two-dot) and read the surface thoughts of targets (four-dot). talk to another character’s mind. The alien can understand whatever that may be without any roll. Tech Brain (• to •••••) Choose either the Computer Skill or the Crafts Skill. One can tune in only to active frequencies. If the alien character succeeds. compassion. think of it like a radio. To gain two-way communication. the Mental nature of this Quality is born of the intense mental discipline necessary to train such a Skill so completely). with a Presence + Persuasion roll (which is also granted a +3 bonus) affect all those around her (within a 10 feet radius) with that emotion. The character may expend these dice over the course of the game session on the Skill for which they were chosen. She cannot. If they feel that the emotion is a natural response. are not actively willing their thoughts to be heard by the character. non-sentient alien) will attack the character. ALIEN QUALITIES Social Qualities Beast Whisperer (•• or •••) The character can implicitly understand the language of animals: a creature that barks. she can hear any and all surface thoughts from the target for the remainder of the scene. they are not granted the option to resist until they gain some clue about the pheromonal manipulation. If they. then such telepathy constitutes a kind of mental theft and requires a roll of Wits + Larceny (many have compared to. hate. with no roll. no animal will attack the character unless the character attacks first. Seductive (•• or ••••) Sex is a critical part of this alien’s habits. This bonus fades at a rate of one die per week but may be re-established with further sexual contact. Pheromones (• to •••••) The character’s body exudes hard-to-detect pheromones that can affect the emotions of others. This Quality may not be taken twice. Thought Into Action (••) The alien is an eminently fast thinker. but it’s also an issue of body language. the character can carry this over to her dealings with humans and aliens who do not speak her tongue: she may make a Wits + Empathy roll in order to understand the general meaning of what another character is saying. This Quality allows the character both modes of telepathy. or makes any vocal noise at all. but one cannot use tune in transmissions from the past. melodic sound. sleeping. She cannot. go deeper than surface. For each dot in this Quality the character may choose one overarching emotion (anger. picking a lock) versus the opponent’s Resolve + Composure. fear. It is in part a matter of inflection. Socialize and Subterfuge Skills are all halved (round up). meows. however. Soothe the Beast (•) No animal (or animalistic. however. Characters may actively attempt to resist feeling this emotion with a Resolve + Empathy roll. add more than five dice to a single roll. even if she doesn’t understand their exact tongue. sadness. the equation is now [Highest of Wits or Intelligence] + Composure. or may just be an alien with a keen technical mind.category (rather. The cost to purchase dots in the Presence and Manipulation Attributes as well as the Expression. is saying something. The character calculates Initiative differently than human beings: instead of Dexterity + Composure. but can only do so if they believe themselves actively manipulated. Telepathic (•• or ••••) Vocalized speech is not absolutely necessary for every alien species: many are capable telepaths. etc. The four-dot version allows the character to bear fruit from her seductiveness: if she successfully has sex with another character. The two-dot version of this grants the character a bonus to all Seduction rolls by allowing her to add both Presence and Manipulation to the roll to seduce (Seduction as an action is described on p. you may choose another Skill Specialty for the chosen Skill at the time of character creation. 27 Devin Hoffarth (order #2453937) 1 . She can hear the surface thoughts of others if they will it to be so. The character gains a series of bonus dice at the beginning of each game session equal to twice the dots purchased in this Quality. Persuasion. caws. For each dot purchased in this Quality. Lyrical Voice (•••) The alien’s tongue and vocal chords (or vocal spiracles or spore-voice or whatever it is that allows the creature to speak) provides a beautiful. and this translates into a fast actor. the character must upgrade to the four-dot version. love. possess hard-wired synapses. hear their communication that comes back—again. if she possesses them. The character may be a robot. She gains a +3 bonus on all Social rolls made to sway that character’s actions or emotions. a casual component that is as fundamental as breathing. quite literally. She can. however. lust.) and. The two-dot version offers the character a one-way avenue of communication: she can. For an additional dot (•••). It could be something physiological (a sweet-smelling sap exuded by the flesh) or something altogether ethereal (a calming aura). 84 of the World of Darkness Rulebook). Either way. she gains a measure of authority over that individual. it’s a one-way street. or eating.
Pilgrim Culture (• to •••••) The character’s culture is driven by the journey. perhaps traveling in a massive fleet of starships. The Storyteller can rule that such rolls do not suffer the penalty. once per game session. the character may buy more such chances at a cost of one Willpower point per re-rolled failures. Diplomatic Species (•) It’d be easy to dismiss these aliens as weak and acquiescing.Without Emotion (••) The alien’s physiology and brain chemistry does not allow for pesky “emotions” to get in the way of social interactions. As such. the character may spend a Willpower point to gain a Skill she does not normally possess from another of her species provided that the other character a) is within sight and b) possesses the Skill. First. They may not even have a centrally located civilization and instead may be cast across the stars. and other forms of non-logical expression. First. Cultural Qualities Child of the Stars (••) The character’s culture was born amongst the stars: not on a planet but quite literally in space. Social rolls against the character (such as an Intimidation roll to scare her or a Persuasion roll to appeal to her compassion) suffer a -3 penalty. However. and gains a +3 bonus to any contested (non-reflexive) action. Characters born of this culture find a deep sympathy with any kind of space-faring vehicle. emotional way. The Storyteller should have input as to the character’s goals and should approve or deny them as necessary. as a part of a stardock’s culture. all characters within the same species may communicate telepathically if they choose to. or possibly belonging to a cobbled together empire of floating space junk. This alien’s culture gains power from solutions: anytime the character successfully negotiates a compromise of sorts (perhaps but not necessarily resulting from a contested Social roll). This Quality confers a number of benefits. Second. This Quality earns the alien a number of benefits. data or knowledge). that some rolls may still work on logic: an Intimidation or Persuasion roll can be based on logic rather than emotion (appealing to. Logic and science are kings to the members of this culture or species. the character is a keen competitor. she may not force it upon them). the alien may take a fourth Skill Specialty at character creation that must be applied to one of the following Skills: Athletics. Hive Mind (•••••) The character’s species or culture is built off of a hive mind—all members of the race are connected. Firearms. They are a star-faring race whose civilization remains bound to the infinite emptiness. Note. Weaponry. Brawl. not by the destination. As such. Warlike Species (••••) The alien’s civilization is one steeped in the art of war: they are in a constant stage of violent agitation.) Finally. Note that this doesn’t mean the character discards successes and re-rolls the entire dice pool. For each dot purchased in this Quality the player may create a goal for the character that serves as a waypoint of sorts along the character’s pilgrimage. and Empathy rolls suffer a -5 penalty if trying to read her current state of mind. Second. Competitive Species (••) The character’s culture thrives on Darwinian competition: survival of the fittest determines anything from breeding rights to royalty. Note that the goals should not be easy to accomplish (“I’d like to sing a song!”) but should be monumental (“I’d like to visit the most distant planet in the universe and find out if life ever existed there”). the goals should not be impossible. the character may 28 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . however. (The character gains the Skill at the same number of dots as the target. or Intimidation. either. the character gains 10 experience points (and then removes one dot from this Quality until it goes to zero). but some might wisely see that being the arbiter of such compromise actually grants one a small but not insignificant measure of power. what with their almost religious devotion to diplomacy and compromise. literature. Crafts rolls made on starcraft (or any tech related to starcraft) do not gain any bonuses directly—but the character gets. either internally (civil war) or externally (against other alien species or empires). it’s very difficult to affect the character in a social. the alien gains a point of Willpower. Further. Logical Species (••••) The culture from which the character comes eschews religion and may even look down on art. Any time the character fulfills this goal. say. and this confers a specific benefit: upon character creation the character may take one additional Attribute dot in the Mental category and three additional Skill dots in the Mental Skill category. the chance to re-roll any failed dice on those Crafts rolls. The character keeps successes and may re-roll those dice that rolled as failures. the character may share wounds with her species mates by touching them: she can give away a single point of damage (bashing or lethal) to another of her kind (provided the other accepts it.
Frail Body The character’s physical body is weak. Strange Requirements Sure. The two-dot version grants the character the 8-Again quality on any Survival rolls. Virtues and Vices are explicitly bound to human culture. heartier breed. Other options might include radiation. trembling thing in the corner? It’s like a vampire. Attacks made using this chosen weapon type (for example: photon blasters. The character may never change this association with the type of weapon chosen at character creation: her culture breeds it into her species at a very young age. While this is not itself a Quality. Small In Stature The character is from a species that is smaller than most other creatures: Size 3 instead of the normal Size 5. The one next to him? Has to sleep every night in red Martian dirt or he wakes up restless and haunted by nightmares (gaining no Willpower upon waking). the attack roll gains +5 dice instead. feel free to purchase any Merits that make sense (provided the Storyteller agrees). except. however. below-zero temperatures. That alien over there? He breathes nitrogen. This translates to a reduced Health track. electricity. you know. The shadowy. and thus may only apply to human (or once-human) characters. this list is not exhaustive and you should feel comfortable creating your own if this list doesn’t have what you’re looking for. Perhaps her bones are hollow or her flesh is translucent and easily torn. Some aliens are simply not physically robust. water. Spatial Discomfort The character is comfortable either on the ground (planetside) or in the stars (out on a spacecraft or walking on a stardock). Choose Imperfections Any imperfections you choose from the list below grant you an additional dot of Qualities that may be spent in any Quality category. Think of how werewolves are harmed by silver or how vampires are vulnerable to fire. then the reverse is true: the penalties are applicable when he walks on terrestrial ground. either. Aliens don’t necessarily have the same simple requirements. If the character is comfortable among the stars. As such. or maybe because the character experienced some manner of trauma on the ground or in the stars. A good metric is: if your alien character has Cultural Qualities at primary or ALIEN IMPERFECTIONS 29 Devin Hoffarth (order #2453937) 1 . then whenever he walks among the stars he suffers a -3 penalty to all Mental rolls and a -1 penalty to all Social rolls. but it also lowers the species factor in terms of determining Speed (species factor of 3 instead of 5). (This allows for alien races that are not of humanoid stature. rip-swords) gain no direct bonus but instead possess an amped-up bonus based on Willpower expenditure: instead of gaining +3 for a Willpower point spent. The four-dot version includes that benefit and also grants the character an additional dot of Health. not dead: it needs blood to live.choose one weapon at which she is proficient. lead. Maybe it’s because that’s where the alien was raised. It is up to the Storyteller to determine whether or not Virtues and Vices are apropos to character creation. as evolution has taken them down a different path from humankind. water to drink. the character’s Health score is figured only by that character’s Size. This substance now hurts the Hell out of your character by doing aggravated damage. iron. Vulnerability Choose a substance. Step Six: Choose Merits Given that aliens in this game mode can be as “humanoid” as you so choose. War-torn (•• or ••••) The character’s civilization has been torn apart by war and strife. and a sandwich to eat. You can go up one point of Size by spending two Merit dots.) Step Seven: Determine Advantages Now it’s time to determine the final Advantages for your alien character. humans like air to breathe. The standard Advantages are calculated as normal unless otherwise noted by the Qualities purchased for your character. The substance should be something that isn’t incredibly common (oxygen) but isn’t so super-rare that it will fail to ever come into play (dust from a supernova star). You have one exception: you may purchase Size with Merit dots. If the character is comfortable on the ground. but it shouldn’t be a stress-free problem. It is reasonable to suggest. that aliens that come from rich cultures likely have traits that are virtually analogous to Virtue and Vice. the result of it certainly is: it makes the character part of a tougher. Choose ground or stars. This Imperfection will require a little “design” on the part of player and Storyteller—what happens if the requirement isn’t met? Damage? Dice penalty? Reduced Willpower? Derangement? It shouldn’t be so serious that the character cannot exist in the game without serious repercussions. Stamina does not figure into the equation. As always.
Logical ••••). living computers. Willpower Willpower remains as an exhaustible personal resource for both human and alien characters.needletipped fingers) Imperfection: Small in Stature The Grays are the classic “alien” in occult lore. organic starships. p. It’s an explicitly human thing. Pre-Built Alien Races Grays Qualities: Cultural (Diplomatic •. Do coyotes. Seductive ••). They’re fairly strange. feel free to check out World of Darkness: Mirrors for additional ways to fold. because the ethnical mores of an alien species are. It’s how their culture survives and thrives. Alternately. spindle and mutilate the Morality system.” happy to probe or dissect whenever they can do so without contravening galactic law. perhaps obviously. Mental (Telepathic ••. Mental (Non-Linear Thought Patterns •••). Natural Armor •: Scaled Flesh). manifested shadows. body guards. Procreation with them is. Second: use it as written. Reptoids serve as powerful berserker warriors. either. and in fact earn their name from their pale skin. Reptoids Qualities: Physical (Vicious Body Parts ••: Talons. totally alien. ditch it. tall builds and blond hair. as they look alarmingly human. a pilgrimage that they seem unable to put in too many words. so. First: scrap it. then applying Virtue or Vice is likely appropriate. and frankly. Social (Lyrical Voice •••). Their ultimate origins and purpose remain mysterious even to them. Cultural (Warlike Species ••••). If you have Hunter: The Vigil. Mental (Skill Focus •: Intimidation) Imperfection: Vulnerability (Ice) Nobody really likes the Reptoids—these brutish reptilian thugs don’t make friends easily because they just don’t care. as a culture. They enjoy violence. Morality You have three options in terms of dealing with Morality. You want a handful of starting points? What about… Aliens that spit acid? That bleed fuel? That can fly? That can gain sustenance from eating rocks and other inorganic material? That have tentacles. then you can turn to the Appendix (“The Code”. or hyper-intelligent moon-spiders? Qualities: Social (Lyrical Voice •••. or really long legs for jumping? What if you get really weird: heads separate from bodies. They are. they don’t understand it. black almond-shaped eyes. not possible. mercenaries and assassins. then it’s likely that the character does not possess rigorous cultural norms. out amongst the stars. Please Make Up Your Own Stuff We cannot stress enough how much we want you to contribute your own ideas to this by coming up with your own Qualities and Imperfections for alien species. If Cultural Qualities fall to tertiary or quaternary status at the time of creation. Chameleon ••. If you’re assuming that the alien creatures in The Infinite Macabre are humanoid. They adore human beings and seem to enjoy sex with them. stepping out of stardock closets or waking up in the cargo holds of cruising starliners. Seriously. 325) for guidelines on modifying the pre-existing Morality Advantage in order to make it more alien and monstrous. Physical (Human-Seeming •) Nobody knows exactly where the Nordics come from. or multiple limbs. They literally just appear. jellyfish and falcons care about Morality? No. Cultural (Pilgrim Culture ••). naked but as fully-formed adults. just like the ones that kidnapped Betty and Barney Hill in the 1960s: they have small bodies. They only know that they are born. too. Social (Beast Whisperer ••). driven as they are by this almost obsessive pilgrimage. flocks of sentient insects. An alien character still has that conviction and drive to perform tasks critical to her nature. dopplegangers. fascinated by other species: they are obsessed with finding out what makes other creatures “tick.secondary. Physical (Vicious Body Parts • -. and wrinkly gray flesh. They seem hell-bent on traveling the universe (they have been seen on Earth for thousands of years) and learn as much as they can. This is recommended. They enjoy pain. Tech Brain •). and so all the rules for Willpower still apply (unless otherwise modified by the alien Qualities above). thankfully. But just because nobody likes them doesn’t mean they’re not wanted. 30 INFINITE MACABRE-SPACE OPERA IN THE WORLD OF DARKNESS Devin Hoffarth (order #2453937) 1 . aliens no bigger than a human fist. large heads. then why shouldn’t they be beholden to Morality? Third: build-your-own. Nordics No.
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